Increased Xenon activity after 2.0

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MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

Stonehouse wrote: Thu, 28. Feb 19, 15:00 x3 even your best ship could be killed OOS by a Q just cause of the odd dmg calculation,
I didn't play any of the expansions but in vanilla Reunion that was in no way true. Same as in X4, if you kitted a ship up with the highest powered weapons it was basically unstoppable oos.

On the plus side, at least the AI can hit when your is running in SETA in X4. I remember in X3, a good way to make sure something that was being attacked didn't get destroyed before you got to it was to hit the SETA button because the AI couldn't calculate how to actually hit anything that fast.
Last edited by MurryChang on Thu, 28. Feb 19, 15:08, edited 1 time in total.
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Bourrinopathe
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Re: Increased Xenon activity after 2.0

Post by Bourrinopathe »

Faustov wrote: Thu, 28. Feb 19, 14:13 Guys, this is an AI bug. I tried going into war with my fleet and got devastated again.

Then I let them go without joining in and my fleet destroyed 3 waves without losing a single ship or even a scratch on the hull.
I confirm this in my game (release, patch 2.0). I was trying to counter a Xenon invasion in Ianamus Zura IV.
  • Take command of a ship and attempt to kill the Xenon destroyers -> Furious space combat (as expected), but the wingmen get utterly destroyed really fast (unable to handle the turrets)
  • Send the ships to combat, off-screen -> victory - not a scratch.
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GCU Grey Area
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Re: Increased Xenon activity after 2.0

Post by GCU Grey Area »

Faustov wrote: Thu, 28. Feb 19, 14:49 My conclusion: K power was rebalanced (good) but missing AI balancing (bug).
Disagree about AI. From what I've observed there's been a distinct improvement, particularly with respect to the destroyers - they're now much more accurate with main guns & tend to hang back at optimal range to use them. They were so bad previously I'd pretty much given up on them & only used carriers as my main anti-capital vessels, simply because they had far more turrets than destroyers. That has utterly changed in 2.0, very fond of my Phoenix Vanguards now.

What has changed in 2.0 is different tactics are needed for in-sector battles - approach them using 1.6 tactics & they're just not going to go well.

Recommend getting a couple of dozen fighters &, preferably, a carrier to transport them - much more efficient deployment than relying on destroyer's fighter bays. Send the fighters in first to distract enemy turrets, then order destroyers to finish the job. Not sure what to use M ships for these days, still fly one (Peregrine V) as my main player ship, but apart from that they do seem a little bit too fragile to be anywhere near a proper battle.
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

GCU Grey Area wrote: Thu, 28. Feb 19, 15:08 Recommend getting a couple of dozen fighters &, preferably, a carrier to transport them - much more efficient deployment than relying on destroyer's fighter bays. Send the fighters in first to distract enemy turrets, then order destroyers to finish the job. Not sure what to use M ships for these days, still fly one (Peregrine V) as my main player ship, but apart from that they do seem a little bit too fragile to be anywhere near a proper battle.
If you're going to be in system and flying a ship yourself, try this: Fly right into that sweet spot on the bottom between the engines...do it fast so you only get hit by a couple shots on the way in. Fire a torp right away so it either takes out both the turrets there or damages them majorly and just a few more shots blow 'em up. Sit there and take out the K just like you would have in 1.6.

I killed like 10 of them solo in Company Regard and Ianamus Zura last night with that method no problem.
GCU Grey Area
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Re: Increased Xenon activity after 2.0

Post by GCU Grey Area »

MurryChang wrote: Thu, 28. Feb 19, 15:12 If you're going to be in system and flying a ship yourself, try this: Fly right into that sweet spot on the bottom between the engines...do it fast so you only get hit by a couple shots on the way in. Fire a torp right away so it either takes out both the turrets there or damages them majorly and just a few more shots blow 'em up. Sit there and take out the K just like you would have in 1.6.

I killed like 10 of them solo in Company Regard and Ianamus Zura last night with that method no problem.
Maybe, but that would mean having to sacrifice one of my main gun slots for a torp launcher. Peregrine's only got 2 & I use need both of them (Beam + Shard by the way). Anyway, perfectly happy to leave capital ship killing to the heavy mob (the aforementioned Phoenix Vanguards - in 2.0 they're really good at it), while I dance around the Ks, sniping at turrets & trying not to take too much return fire.
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

GCU Grey Area wrote: Thu, 28. Feb 19, 15:29
MurryChang wrote: Thu, 28. Feb 19, 15:12 If you're going to be in system and flying a ship yourself, try this: Fly right into that sweet spot on the bottom between the engines...do it fast so you only get hit by a couple shots on the way in. Fire a torp right away so it either takes out both the turrets there or damages them majorly and just a few more shots blow 'em up. Sit there and take out the K just like you would have in 1.6.

I killed like 10 of them solo in Company Regard and Ianamus Zura last night with that method no problem.
Maybe, but that would mean having to sacrifice one of my main gun slots for a torp launcher. Peregrine's only got 2 & I use need both of them (Beam + Shard by the way). Anyway, perfectly happy to leave capital ship killing to the heavy mob (the aforementioned Phoenix Vanguards - in 2.0 they're really good at it), while I dance around the Ks, sniping at turrets & trying not to take too much return fire.
Ahh I see, in a Nemesis it's not a problem.
GCU Grey Area
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Re: Increased Xenon activity after 2.0

Post by GCU Grey Area »

MurryChang wrote: Thu, 28. Feb 19, 15:33 Ahh I see, in a Nemesis it's not a problem.
True - however in my current game I'm playing as a Teladi & the cargo capacity of a Nemesis class freighter is simply atrocioussss... :teladi:
MurryChang
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Re: Increased Xenon activity after 2.0

Post by MurryChang »

GCU Grey Area wrote: Thu, 28. Feb 19, 15:40
MurryChang wrote: Thu, 28. Feb 19, 15:33 Ahh I see, in a Nemesis it's not a problem.
True - however in my current game I'm playing as a Teladi & the cargo capacity of a Nemesis class freighter is simply atrocioussss... :teladi:
Fair enough!;)
Socratatus
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Re: Increased Xenon activity after 2.0

Post by Socratatus »

I did come across an a big alien ship where it isn`t normally and it was being attacked by a few blues. Went to have a look at it. Fired a few shots and a few missiles which did literally nothing. His reply was to batter me and I had to boost out of there fast.

That was different... But now i`m stuck in the Void trying to figure a way out.
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)

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"Before acting 'out of the box', consider why the box was there in the first place."

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